Glitchspace is a game about reprogramming the world around you to solve puzzles. Set inside an abstract cyberspace world, you use visual programming to manipulate environmental geometry, whilst discovering key programming concepts along the way.
User reviews: Very Positive (136 reviews) - 94% of the 136 user reviews for this game are positive.
Release Date: Apr 14, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early access has given us the ability to make a game alongside a community that cares. The feedback is immeasurable, and of course sales help to pay for the development of the game, all of which we self funded through our bank overdrafts for the first few months.”

Approximately how long will this game be in Early Access?

“We don't have a specific date, but the full game will be released in 2016. Basically, when it's done.”

How is the full version planned to differ from the Early Access version?

“The full version will feature fully polished content, at least 2 hours of main play through the story mode, and a sandbox mode.

The sandbox mode will at a minimum include the ability to play around with the programming mechanic as you please. The ideal would be some sort of online component that would allow you to build puzzle-based levels and share them with your friends i.e. through steam workshop. However, achieving the latter is going to depend on how the game financially performs in early access as we'd need more time and money to successfully pull it off.”

What is the current state of the Early Access version?

“Currently the game offers over 2 hours of main play, and some polish. We try our best to make sure the game is as bug free (outwith the obvious glitching) with every update.”

Will the game be priced differently during and after Early Access?

“Our pricing increases as we move through the updates.”

How are you planning on involving the Community in your development process?

“The community is involved, and we discuss all of the points and suggestions raised on the steam community hub, emails, and even in the reviews.”
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Recent updates View all (40)

February 2

Alpha 2.3 Release

Hi guys! We hope you're all having a fantastic 2016 so far. Here at Space Budgie we've been working hard since the new year on Glitchspace, adding levels, refining puzzles, polishing aesthetics and generally working towards improving the overall Glitchspace experience as much as we can.

Today we're very excited today to be releasing our new Alpha 2.3 update! Due to the increasing number of potential conflicts we are having with developing the new system on top of the old, this update will only available via the beta branch (see end of blog post for more information about how to access the beta branch)

So what's in the update I hear you say?

New levels:
As is stands we have most of the game's main chambers designed with basic aesthetics and lighting in place. In this update however we are just adding chambers 1-21 which encompasses Transformations, Collisions and Physics (next update we go a little crazy with If and Mathematics but we are still tweaking a bunch of the puzzles so they aren't quite ready yet). These new levels we've added are still subject to design changes however, so don't be surprised if next update there are some differences (even playing through it earlier today I noticed a bunch of things that i'd like to tweak here and there).

New Visuals:
We've also added a number of new visuals into the R&D build. The most noticeable is the new dataflow! New UI elements are also present as well as some more geometry changes here and there.

Bug Fixes:
Finally we've fixed a mountain of bugs we were noticing from the previous build. There are still going to be a large number, but with each update we're trying to reduce these as best as possible. If you do find bugs please don't hesitate to contact us with the details. We will aim to fix as many as possible, but some take a little longer than others.

We are in full work mode here at Space Budgie! Mus has another blog post ready for you guys next week, so keep an eye on our social media so as not to miss out!

[Accessing the Beta Branch]

  • Right click on Glitchspace in Steam
  • Go to properties
  • Go to the Betas tab
  • From the Dropdown menu select Alpha2.3 – R&D Build Only
  • Close properties and wait for download to complete
  • Re-launch Glitchspace

3 comments Read more

December 18, 2015

Dev Blog 25 - Progress Update And Sound

Available here

Hello readers,

So we've been lacking lately in the blog department with other development duties having to take priority. As it's been a while since our last blog I figure that it would be a good time to update everyone on what's been happening at Space Budgie HQ.

With regards to the next update, we're having to hold it off until January. We were hoping to put it out this week before Christmas break, but unfortunately too many things broke at the last minute and it didn't give us enough time to test the update. Once we're back in the new year we'll put it out for release ASAP.

In other news, we've also finalized our release window now for coming out of early access. We're not ready to share the date just yet, but people won't be needing to waiting too long (relatively speaking at least!). What I can say is that you can expect the release date to be announced in the next several months, with not too long to wait after that.  The mechanic of the game is close to where we want it to be, so we'll be spending the remainder of our time adding the rest of the levels to Glitchspace and polishing everything up for the release.

So for this behind the scenes look, I figured we'd revisit the sound department of the game, as it's been a while since we've had a look at it. Aside from my other studio duties, I get to jump back into it now and again and I've largely being working on finishing the remaining sound effects left for the game as well as replacing placeholder assets. Here's some examples of what I've been up to (some of them aren't in the game yet as other work has taken priority, but they'll all be in for the next update):

The Fountain

At the moment the game has a lot of empty space and as the environment is very abstract we thought that taking an abstract approach to how the game world sounds would compliment it. We're using these sparingly as they're designing to work with set pieces in the game.

Take the game fountain. This was initially tricky to figure out, as it spews out squares (and how does a fountain of squares sound like?). I just went with a literal translation here and just focused on the water, the light sources and using a trickling sound for the squares. This trickling was the sound of bacon sizzling being recorded (so yes, there is bacon in the game...). I've split up the elements into three separate audio tracks below (the middle one is the bacon if you're interested...). The end file is for when the player is close up to the fountain: here I wanted the player to feel like they really were standing under a fountain and getting splashed somewhat.


Some other constructions in the game lend themselves to more environmental sorts of sounds as well. Here I put together rainfall and some stormy-like wind for one of the chambers (you'll hear this one in chamber 6).

The Light Shaft

At Space Budgie, we're all about shafts (sorry, bad internal joke...), and another abstract example is... the light shaft. Initially I just had the drone here, but I decided to layer in this bird-like sound on top of it to draw your ears more. Interestingly it isn't actually birds, it's just short high pitched noise bursts with reverb on them:


There's a number of different animations in the game (some more environmental ones are still to go in), but I figured that I'd show these two for the chamber where you pick up the toolbox. Earlier versions of these are already in the game. After putting them in, I decided to beef up one and tone the other one done (the earlier version of the animation before picking your toolbox up sounded a bit too sinister so I chose to pull it back a bit)


I split the background audio loop into two categories: a loop for the purple areas of the game and a loop for the blue areas of the game. I tried doing a more cyberspace drone a while back, but it just sounded like you were on some sort of space-ship so just went with these more organic ideas instead. I wanted the blue one to make you feel high up, with the purple areas feeling dark and low.

Ther's others that I haven't shown, but hopefully this gives you a better idea of how the finished soundscape for the game is coming along. There's not too much left for me to do in this department: once that's done it'll be a case of writing the last music and getting all of that into the game's new story mode (which will result from the R&D mode that we're developing).

Thanks for reading and have a great new year!


2 comments Read more
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“Glitchspace could become one of the more inventive puzzle games to arrive on the PC in some time.”

“Even with other programming-based puzzlers on the horizon Glitchspace still looks unique, bewildering and promising.”

“As someone with the programming knowledge of a log this is immediately challenging stuff, even if at first you can only make very minor changes. But then, it’s all the more satisfying to make a platform bouncy when it wasn’t before.”
Rock, Paper, Shotgun

About This Game

A Reprogrammable World

Glitchspace is a game about reprogramming the world around you to solve puzzles. Set inside a Mondrian-Inspired cyberspace world, you use visual programming to manipulate environmental geometry, whilst discovering key programming concepts along the way. Stretch, scale, rotate, manipulate and create, explore and learn from a world of reprogrammable geometry and unlock the secrets that it has to offer.


  • A Reprogrammable World - Explore a Mondrian-inspired world of reprogrammable geometry.
  • A Reprogrammable Tool - Modify Null through the functions you uncover, allowing you to craft your own programs.
  • A Programming Experience - Uncover and learn key programming concepts through the puzzles you solve.
  • Story Mode - Discover the cyberspace world of Glitchspace by finding glitches and exploiting them.
  • Sandbox Mode - Craft programs to your hearts content: with your toolbox of functions anything goes!
  • Oculus Rift Support - Includes DK1 & DK2. - (Currently Oculus Runtime 0.4.4 is required to work, we'll update the run-time to the latest version at full release)

Everything Has Changed

With Alpha 2.0, we rebuilt the entire game from the ground up. Everything from the design, programming and aesthetics of the game has been completely overhauled, in delivering the game that you see today.

2.0 will serve as the new basis of Glitchspace going forward. In future updates, you can expect more levels, updates to the art and sound, iterations and refinements made to the core programming mechanic and an enhanced sandbox mode being introduced.

System Requirements

Mac OS X
SteamOS + Linux
    • OS: Windows XP, Vista, 7, 8, 10
    • Processor: 2.0Ghz Dual Core
    • Memory: 1 GB RAM
    • Graphics: Intel HD Graphics 3000
    • DirectX: Version 9.0c
    • Storage: 500 MB available space
    • OS: Windows XP. Vista, 7, 8, 10
    • Processor: 2.0Ghz Dual Core or greater
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce GTX 260, ATI Radeon 4870 HD or an equivalent dedicated card that has at least 512 MB VRAM
    • DirectX: Version 9.0c
    • Storage: 500 MB available space
    • OS: An Intel-based Mac running Mac OS X 10.6
    • Processor: 2.0Ghz Dual Core
    • Memory: 1 GB RAM
    • Graphics: Intel HD Graphics 3000
    • Storage: 500 MB available space
    • OS: An Intel-based Mac running Mac OS X 10.6
    • Processor: 2.0Ghz Dual Core or greater
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce GTX 260, ATI Radeon 4870 HD or an equivalent dedicated card that has at least 512 MB VRAM
    • Storage: 500 MB available space
    • OS: A Debian based Linux distro
    • Processor: 2.0 Ghz Dual Core
    • Memory: 1 GB RAM
    • Graphics: Intel HD Graphics 3000
    • Storage: 500 MB available space
    • OS: A Debian based Linux distro
    • Processor: 2.0Ghz Dual Core or greater
    • Memory: 2 GB RAM
    • Graphics: NVIDIA GeForce GTX 260, ATI Radeon 4870 HD or an equivalent dedicated card that has at least 512 MB VRAM
    • Storage: 500 MB available space
Helpful customer reviews
9 of 10 people (90%) found this review helpful
1.6 hrs on record
Posted: September 4, 2015
Early Access Review
Nice update, moving in a real positive direction. Liking the new visuals and tutorial helps me as a non-programmer understand whats happening but I would like to see the UI developed further in the next build. Good work.
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5 of 5 people (100%) found this review helpful
5.1 hrs on record
Posted: September 5, 2015
Early Access Review
It's a game about manupulating the world through a simple code-based editor that's easy to use and fun to mess around with.

-Simplistic Graphics leaves the place looking like a digitized world suspended in space.
-Game runs pretty well, even on an outdated computer like mine.
-Level design leads you shooting through space and overcoming many obstacles.
-Contains a Legacy Mode which has most of the old content recreated in a new style.

-Small amount of bugs, such as weird selection issues with the connections, and a button in legacy mode that breaks all others.

I have been looking at this project for awhile, and it's come along faster than anticipated. It's an amazing concept and execution. It has a decent amount of content for a new(2 days ago) build.
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4 of 4 people (100%) found this review helpful
4.5 hrs on record
Posted: January 5
Early Access Review
A game that is really coming into it's own. A great basic idea to programming as it uses similar theming to actual programming as well as being clever on the puzzles and a really interesting set design. Glitchspace has a few similarities to Value's Portal in aspect to it's puzzles with 'Aha' moments and a fun physics engine that can be very entertaining on it's own.
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4 of 5 people (80%) found this review helpful
1.7 hrs on record
Posted: September 15, 2015
Early Access Review
The game already looked promising from the first alpha release, but this last update took the game in a whole new massive direction.

I loved the clean, blocky, visuals of the first alpha, but alpha 2 looks even more beautiful, techy, glitchy, and a bit dark, while the new programming environment inside the game is amazing, the improvements are more than welcome and, even if it took a while for this update, it was totally worth it.

The soundtrack is also another beautiful part of the package, completing the mood in a pretty relaxing tone.
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4 of 5 people (80%) found this review helpful
1.3 hrs on record
Posted: October 27, 2015
Early Access Review
Even though I am not a fan of Early Access Games, I bought this game because I freaking love puzzle games, especially when they offer mechanics that I haven't seen before.
Now that I have played through the Alpha 2.0 I can tell you my opnion about this game:

It. ♥♥♥♥ing. Rocks.

Yea, that doesn't say much. Why exactly does this game rock?
So first off: I love the graphics. Simplystic, yet beautiful. Look at those screenshots, that's the way the game looks. Simple cubey graphic that evolves into a stunnig environment. You are kinda in space I guess, working your way through those blockey puzzles and ♥♥♥♥ing ♥♥♥♥, does it feel amazing.

The gameplay is very fun. It starts off pretty simple, showing you the basics. The puzzles are those red platforms, which you can right-click to program. Why do you have to program those? To get through to the next puzzle. It's a simple drag-and-drop puzzle where you can add the elements the way you need them. After a little bit of testing you will get the hang of it. I, for one, had a crap-ton of fun testing the different mechanics to see what you are able to accomplish.

After all the game shows you just the very basics of what could come once it officially releases and ♥♥♥♥ing ♥♥♥♥ am I hyped for that.

Conclusion: If you love puzzle games and are a fan of programming, give this game a try, it won't disappoint.
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